Simoteus

DBFZ S3 Patch Notes

Feb 27th, 2020
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  1. source: https://dbfz.bn-ent.net/special/update1_21.php
  2. translated by: https://twitter.com/GREATFERNMAN
  3. italics are my own comments
  4.  
  5. Universal Mechanics:
  6. UI: The UI has been updated
  7.  
  8. Z Assist Selection: You can now select 3 different assists per character
  9.  
  10. Limit Break:
  11. The last character gains the following three buffs:
  12. More damage
  13. Gains 1 bar of ki gauge
  14. The opponent gets less recoverable health when hit (other than invulnerable moves)
  15.  
  16. Rising jump attacks:
  17. Various jumping attacks do not hit crouching state opponents while rising
  18. When landing from the air in blockstun, characters are now in crouching state
  19. Characters are now considered grounded right before landing
  20.  
  21. Superiority Gauge: Added a gauge that shows the percentage of your entire team's health remaining
  22.  
  23. Ki Charge:
  24. Reduced recovery
  25. Reflects Ki blasts
  26. Can be cancelled into Superdash with the H button while mid Ki Charge
  27. Even if the Ki Gauge is full, Ki Charge will still charge for a short duration
  28.  
  29. Vanish: Can be cancelled into Superdash or special moves when it causes a cinematic
  30.  
  31. Dragon Rush:
  32. Made it easier to connect in an air combo
  33. Can be cancelled into from 5L
  34. Can be cancelled into Vanish when it hits in a combo
  35. When Dragon Rushes clash, air options (double jumps and airdashes) are now restored
  36.  
  37. Dragon Rush (Snapback):
  38. The opponent comes in faster
  39. The opponent can delay their incoming timing by inputting 4
  40.  
  41. EX Specials: EX specials only cost 0.5 bars now
  42.  
  43. 6M: When cancelled into airdash during Sparking, the airdash will not cross over the opponent
  44.  
  45. 5/2H: Does more damage when it causes a cinematic
  46.  
  47. j.H: Landing recovery is removed when it causes a cinematic
  48.  
  49. Guard Cancel Change: Gave it a higher attack level for clashes
  50.  
  51. Z Assist:
  52. Made it so that if the opponent has not been out of blockstun for a set amount of time, Z Assists cannot be used again
  53. Made Z Assists hit away from them (uncertain what this means)
  54. Changed where Z Assists appear
  55.  
  56. Air Dash: You can now airdash by inputting 9 right after jumping
  57.  
  58. Attacks on Sub-Characters: Made it possible to cancel when and attack hits sub-characters like Saibamen or the Ginyu force
  59.  
  60. Bug Fixes:
  61. Fixed a bug where landing recovery was carried over from a previous jump
  62. Fixed a bug where hurtboxes would act strangely when an attack was done after blockstun
  63. Made it so hitboxes don't appear while the opponent is in hitstop from some attacks that cause a cinematic
  64.  
  65. Characters:
  66. Goku (SSJ)
  67. 2M
  68. Increased range
  69. Increased active frames
  70. Increased recovery
  71. Increased startup
  72. (This change increases SSJ Goku's reach, and establishes more differences between him, Base Goku and Blue Goku)
  73.  
  74. 5S
  75. Changed knockback
  76. (This change is to make it easier for 5S to combo into its follow up hits)
  77.  
  78. Instant Transmission Kamehameha
  79. Startup is faster when the opponent is being comboed
  80. (This change makes it easier to combo)
  81.  
  82. 236S (Ground, Upward Angled)
  83. Increased damage
  84. Decreased recovery
  85. Decreased active frames
  86. Decreased untech time
  87. (This change is to make it easier to use in neutral)
  88.  
  89. Vegeta (SSJ)
  90. 2M
  91. Made the hitbox taller
  92. Adjusted hurtbox
  93. (This change is to make it easier to combo. The hurtbox was adjusted using the smallest Vegeta as a basis)
  94.  
  95. 5S
  96. Changed knockback
  97. (This change is to make it easier for 5S to combo into its follow up hits)
  98.  
  99. 236X
  100. When the ground version is cancelled into other moves, Vegeta keeps his air options
  101. (This change allows him to double jump and airdash after vanishing this move)
  102.  
  103. 214H
  104. Appears behind the opponent and does a followup on hit
  105. Ground bounces when it causes a cinematic
  106. (This change increases the use cases for the EX version, and distinguishes it from the M version)
  107.  
  108. Big Bang Attack (H+S)
  109. Changed the knockback on the air version
  110. (Made it easier to Ultimate Z Change and combo after)
  111.  
  112. Piccolo
  113. j.M
  114. Made the tracking in the autocombo version more precise
  115. (This change makes it easier to combo)
  116.  
  117. 214X
  118. Increased the buffer time into supers
  119. (Made it easier to combo into supers)
  120.  
  121. 214L/M
  122. The armor starts earlier on the ground versions
  123. (The armor was adjusted to be in line with other characters)
  124.  
  125. 214L/H
  126. Air version has faster startup
  127. (Made it easier to use in combos and in neutral)
  128.  
  129. 236M
  130. Changed the distance Piccolo travels after he crosses up on the air version
  131. (Made it easier to hit small characters)
  132.  
  133. Z Assist (A Type)
  134. Shoots two homing balls
  135. Adjusted each hit's damage, overall damage is higher
  136. Decreased startup
  137. Increased the hitstop on hit
  138. (Made it easier to use to match other assists)
  139.  
  140. Gohan (Teen)
  141. 5LL
  142. Added landing recovery
  143. (Made it impossible to true blockstring until Sparking runs out)
  144.  
  145. 5S
  146. Changed knockback
  147. (This change is to make it easier for 5S to combo into its follow up hits)
  148.  
  149. j.2S
  150. Made the initial hitbox larger
  151. (This change was to make combos easier)
  152.  
  153. 214X
  154. Changed its hit effect on cinematic hits
  155. (Made it so j.H causes a cinematic if Gohan does not land before the combo ends)
  156.  
  157. 214H
  158. Made the hitbox taller
  159. Made the pushbox taller
  160. Increased active frames
  161. (Made it easier to hit opponents directly above Gohan)
  162.  
  163. j.236M
  164. Changed knockback
  165. (Made it easier to use in combos)
  166.  
  167. j.236H
  168. Reduced damage
  169. Added damage proration
  170. Increased recovery on block
  171. (This change is to reduce the move's strengh since EX moves cost less now)
  172.  
  173. Father Son Kamehameha - Full Power
  174. Increased untech time
  175. Changed the final hit's effect
  176. (This change adds more knockdown advantage)
  177.  
  178. Frieza
  179. 2M
  180. Made the hitbox taller
  181. (Made it easier to combo)
  182.  
  183. j.M
  184. Made the tracking in the autocombo version more precise
  185. (This change makes it easier to combo)
  186.  
  187. j.2H
  188. Changed the knockback when it causes a cinematic
  189. Increased the amount of time the opponent slides on a cinematic hit
  190. Removed landing recovery on a cinematic hit
  191. Adjusted the distance Frieza moves
  192. Added landing recovery
  193. (This change increases advantage on hit, making it easier to continue offense. Furthermore, it also makes it easier to combo into supers. Made it hit grounded opponents when done immediately after a jump.)
  194.  
  195. j.S
  196. Hits superdash
  197. Increased untech time
  198. Reduced damage
  199. Added landing recovery
  200. (This change is to make it more usable in neutral and easier to combo in the corner)
  201.  
  202. 236S
  203. Changed the effect on cinematic hit
  204. When the move does not hit in close range, the projectile moves slower
  205. (Made it so j.H causes a cinematic if Frieza does not land before the combo ends. Made it easier to land the final hit when the move connects)
  206.  
  207. Sorbet's Ray Gun (S during Golden Frieza deactivation)
  208. Increased minimum damage
  209. Changed the effect on air hit
  210. Removed its 'followup super' damage proration
  211. (Made it easier to use in combos and to hit opponents)
  212.  
  213. Golden Frieza
  214. You can now cancel Golden Frieza by doing the same input
  215. Golden Frieza's timer does not count down during Sparking
  216. Added cancels into other normals to the following normals: 5LLL, 5H, 5S, 2S, j.2S
  217. Fixed a bug where the tech after deactivating acted strangely
  218. (This change increases the use cases for Golden Frieza and added cancel options he didn't have before)
  219.  
  220. Ginyu
  221. 5M
  222. Increased distance travelled
  223. (Made it easier to use in combos and neutral)
  224.  
  225. 2M
  226. Increased distance travelled
  227. (Made it easier to combo into 2H. Made it easier to use in combos and neutral)
  228.  
  229. j.M
  230. Increased active frames
  231. Increased recovery
  232. Adjusted hitbox
  233. Adjusted hurtbox
  234. (Made it easier to combo and made it not hit in weird looking ways)
  235.  
  236. 5H
  237. Deflects Ki blasts while Ginyu spins
  238. Holding the button increases the damage
  239. Cannot be blocked standing
  240. (Increased use cases. Increased its damage on top of the universal damage increase on 5Hs)
  241.  
  242. 5S (Guldo)
  243. Decreased startup
  244. Increased damage
  245. Increased untech time
  246. Increased hitstop
  247. Increased hitbox
  248. (Buffed the move and added it to Ginyu's Z Assist. Made it easier to use in combos)
  249.  
  250. 5S (Burter)
  251. Increased untech time
  252. Decreased damage proration
  253. Increased hitstop on the final hit
  254. Increased pushbox while Burter moves
  255. Increased travel distance
  256. (Buffed the move and added it to Ginyu's Z Assist. Made it easier to use in combos and in neutral)
  257.  
  258. 5S (Jeice)
  259. Reduced Jeice's recovery
  260. Changed where Jeice appears
  261. Ground bounces on hit
  262. (Buffed the move and added it to Ginyu's Z Assist. Made it easier to use in combos)
  263.  
  264. 236X
  265. Increased air version's active frames
  266. Increased air version's travel distance
  267. (Made it easier to use in neutral)
  268.  
  269. 236M
  270. Decreased startup
  271. (Made it easier to use in neutral and in combos)
  272.  
  273. 236H
  274. Decreased startup
  275. Increased hitstop
  276. Increased untech time on the air version when it causes a cinematic
  277. (Made it easier to hit, easier to make safe, and increased use cases)
  278.  
  279. Together We Are... The Ginyu Force! (214HS)
  280. New move (input is 214HS)
  281. Made it an Ultimate Z Change
  282. If used after a body change, Ginyu staggers
  283. (Added a level 3 move that Ginyu can use for invulnerability and combos)
  284.  
  285. Z Assist (A Type)
  286. Decreased Startup
  287. (Brought it in line with other Z Assists)
  288.  
  289. Bardock
  290. 236M
  291. Added landing recovery to the ground version when it causes a cinematic
  292. Changed hit effect on a cinematic hit
  293. (This change is to limit Bardock's ability to get mix ups off M lariat. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)
  294.  
  295. 236H
  296. Reduced blockstun
  297. Reduced recovery
  298. Reduced untech time
  299. (This change is to lower the move's strength since EX moves cost less)
  300.  
  301. 236S
  302. Charges up the powered up button hold version faster
  303. Changed hit effect on a cinematic hit
  304. (Made it easier to use in combos. Made it so j.H causes a cinematic if Bardock does not land before the combo ends)
  305.  
  306. Riot Javelin (236LM)
  307. Increased untech time
  308. Changed the angle on the air diagonal version
  309. Changed the knockback on the air diagonal version
  310. Increased Ultimate Z Change cancel time on the air version
  311. (Made it easier to Ultimate Z Change from this move)
  312.  
  313. Z Assist
  314. Increased hitstop on hit
  315. (Made it easier to use in combos)
  316.  
  317. Goku (GT)
  318. 5LL
  319. Decreased distance travelled
  320. Increased startup
  321. (Made it worse on whiff)
  322.  
  323. 5S
  324. Made the hitbox taller
  325. Adjusted opponent's position on cinematic hit
  326. Adjusted knockback on non-cinematic hit
  327. Increased untech time on non-cinematic hit
  328. (Made it easier to use in combos and neutral)
  329.  
  330. j.S
  331. Increased untech time on cinematic hit
  332. (Made it easier to combo)
  333.  
  334. 236X
  335. Reduced the distance at which the attack will hit
  336. (Made it so that the move wins less against the opponent's moves)
  337.  
  338. 236L
  339. Increased distance travelled
  340. (Made it easier to use in combos and neutral)
  341.  
  342. 214X
  343. Goku now loses a lot of height after the attack on the ground version
  344. (This change limits the mix ups GT Goku can get off this move)
  345.  
  346. 214H
  347. Decreased travel distance
  348. (This change is to weaken this move since EX moves cost less now)
  349.  
  350. Spirit Bomb (214HS)
  351. The opponent can ground tech after this move
  352. Reduced damage
  353. (Brought this in line with other lvl 3s that allow combos after. Adjusted the damage in order to mitigate the damage a combo using spirit bomb would do)
  354.  
  355. Trunks
  356. 2M
  357. Made the hitbox taller
  358. (Made it easier to combo)
  359.  
  360. j.H
  361. Decreased startup
  362. Increased active frames
  363. Made the initial hitbox smaller
  364. Increased the hurtbox at the beginning of the move
  365. (Buffed the moved for neutral and made it easier to combo with)
  366.  
  367. j.2H
  368. Decreased startup
  369. (Made it easier to combo)
  370.  
  371. 214S
  372. Made the initial hit only hit the opponent's main character
  373. Changed the effect on cinematic hits
  374. (This change is to prevent the phenomenon where the initial hit hits a sub-character, causing the explosion hit to not come out. Made it so j.H causes a cinematic if Trunks does not land before the combo ends)
  375.  
  376. 236X
  377. Increased buffer window for supers
  378. Increased the amount of time the opponent slides on cinematic hit
  379. (Made it easier to combo into supers)
  380.  
  381. 214H
  382. Added the ability to steer it with 8 and 2
  383. Increased travel speed
  384. Increased spinning duration
  385. (Increased use cases)
  386.  
  387. Cell
  388. 5LLL
  389. Decreased damage proration
  390. (Brought in line with other characters' 5LLLs)
  391.  
  392. 2M
  393. Increased hitbox
  394. (Made it easier to combo)
  395.  
  396. 5H
  397. Damage increased when the button is held
  398. (This adds damage on top of the universal damage increased to 5/2H)
  399.  
  400. j.2M
  401. Increased hitstun on ground hit
  402. (Made it advantageous on hit)
  403.  
  404. 236M
  405. Decreased startup of the ground version
  406. (Increased use cases such as its usage for opening the opponent up)
  407.  
  408. 236H
  409. The ground version goes behind the opponent
  410. (Increased use cases such as its usage for opening the opponent up and repositioning)
  411.  
  412. 214X
  413. Changed effect on cinematic hit
  414. (Made it so j.H causes a cinematic if Cell does not land before the combo ends)
  415.  
  416. 214H
  417. The ground version can be cancelled into an Ultimate Z Change
  418. (Made it easier to combo)
  419.  
  420. 214S
  421. Does not do multiple hits when used in a combo
  422. Does not hit after a KO
  423. Changed effect on cinematic hit
  424. (Brought it in line with other throws. Made it so j.H causes a cinematic if Cell does not land before the combo ends)
  425.  
  426. 236S (Ground, Upward Angled)
  427. Increased damage
  428. Decreased recovery
  429. Decreased active frames
  430. Decreased untech time
  431. (Made it easier to use in neutral)
  432.  
  433. Android 18
  434. 5L
  435. Changed knockback on air hit
  436. (Made it easier to combo after)
  437.  
  438. 2L
  439. Changed knockback on air hit
  440. (Made it easier to combo after)
  441.  
  442. 5S
  443. Changed knockback
  444. (This change is to make it easier for 5S to combo into its follow up hits)
  445.  
  446. j.L
  447. Decreased startup
  448. Made hitbox taller
  449. (Made it better in neutral and mixups)
  450.  
  451. j.S
  452. Increased recovery
  453. (This change is to make it easier to link into j.L, given than j.L is faster now)
  454.  
  455. 236X
  456. Increased throw range
  457. (Made it easier to land)
  458.  
  459. 236M/H
  460. Changed the timing of its followup input
  461. Increased distance travelled
  462. Changed hit effect on cinematic hit
  463. (Made it harder to accidentally do the followup input. Made it easier to catch the opponent. Made it so j.H causes a cinematic if 18 does not land before the combo ends)
  464.  
  465. 236H
  466. Made the latter half of the move special cancelable on hit
  467. Increased hitstop on Android 17s attack
  468. Changed the knockback on Android 17s attack
  469. (Made it easier to combo off)
  470.  
  471. 214H
  472. Android 17 appears faster
  473. Doing the input again does the follow up
  474. No longer pulls the opponent while they are in blockstun
  475. Increased hitstop on the final hit
  476. Made it so Android 17 cannot defend against moves done by the opponent's main body
  477. If a Z Assist is called while Android 17 is on standby, Android 17 goes away
  478. (Changed the move's performance since EX moves cost less now. Made it so that even though the opponent has one character remaining, you can get the follow up. Removed Android 17 vacuuming the opponent for strong mixups)
  479.  
  480. 214S
  481. Changed knockback on the ground version
  482. (Made it easier to combo)
  483.  
  484. 236S
  485. Increased the damage done when it hits Z Assists
  486. (This change is fixing a bug that caused Destructo Disc to do less damage when it hit assists)
  487.  
  488. Gotenks
  489. 5LLL
  490. Made hitbox taller
  491. Made hurtbox taller
  492. (Made it easier to hit the opponent)
  493.  
  494. 5H
  495. Damage increased when button held
  496. (This damage increased is on top of the universal 5/2H damage increased)
  497.  
  498. 5S
  499. Changed knockback
  500. (This change is to make it easier for 5S to combo into its follow up hits)
  501.  
  502. 236X
  503. Can be cancelled into other specials on once on whiff
  504. Changed the performance of the move to account for the whiff special cancel
  505. Changed the hit range
  506. (Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to beat superdash but easier to lose to long reaching moves)
  507.  
  508. 214X
  509. Can be cancelled into other specials on once on whiff
  510. Changed the performance of the move to account for the whiff special cancel
  511. Changed the hit range
  512. (Increased use cases by introducing a whiff cancel. Adjusted the move with the whiff cancel in consideration. The hit range was adjusted to make it easier to lose to superdash)
  513.  
  514. 214H
  515. Increased recovery
  516. (Adjusted to account for EX moves costing less)
  517.  
  518. 214S
  519. Increased attack range while the opponent is in a combo
  520. Changed effect on cinematic hit
  521. (Made it easier to combo. Made it so j.H causes a cinematic if Gotenks does not land before the combo ends)
  522.  
  523. 236S
  524. Added landing recovery on the held version
  525. (This change is to reduce Gotenks mix up potential off this move)
  526.  
  527. 236LM
  528. Decreased startup while the opponent is in a combo
  529. (Made it easier to combo)
  530.  
  531. Z Assist (A Type)
  532. Increased attack range while the opponent is in a combo
  533. (Made it easier to combo)
  534.  
  535. Krillin
  536. Senzu Bean (214X)
  537. Krillin now has infinite senzu beans
  538. Always throws senzu beans (never throws rocks)
  539. (Made senzu and rock separate moves)
  540.  
  541. Rock
  542. Changed the input to 22X
  543. Changed the move's performance to account for the input change
  544. Cannot be superdashed
  545. (Made senzu and rock separate moves. Made it easier to use in neutral)
  546.  
  547. 214S
  548. Made it automatically follow up on hit
  549. Does not do the follow up if the button is held
  550. Unaffected by hitstun scaling
  551. (Increased use cases)
  552.  
  553. 236X
  554. Increased buffer time to cancel into supers
  555. Made hitbox taller
  556. (made it easier to combo into super. Adjusted the hitbox to fit the animation and made it easier to land)
  557.  
  558. 236L/M
  559. Krillin now keeps his air options when the ground version is cancelled
  560. (This allows double jumps and airdashes after this move is vanished)
  561.  
  562. Z Assist (A Type)
  563. Changed the way the rock works to be in line with it when used on point
  564. Increased the rocks untech time
  565. Throws two rocks
  566. (Made it easier to use to bring it in line with other assists)
  567.  
  568. Kid Buu
  569. 5H
  570. Made hitbox taller
  571. Made hurtbox taller
  572. (Made it easier to combo, but made sure to not make it too strong in neutral)
  573.  
  574. 5S
  575. Increased damage
  576. Made hitbox taller
  577. Adjusted the Initial position
  578. (Made it easier to combo)
  579.  
  580. j.M
  581. When the first hit is cancelled into other normals, Kid Buu's float is increased
  582. (This change makes it so that j.M(1)>j.L will whiff on crouching opponents. This is to prevent strong mix up)
  583.  
  584. 236S
  585. Changed effect on cinematic hit
  586. (Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends)
  587.  
  588. 214S
  589. Increased damage
  590. (Made the reward on hit higher)
  591.  
  592. 236H
  593. Increased startup
  594. (Nerfed the move since EX moves cost less now)
  595.  
  596. 214M/H
  597. Changed effect on cinematic hit
  598. (Made it so j.H causes a cinematic if Kid Buu does not land before the combo ends)
  599.  
  600. Z Assist (A Type)
  601. Increased damage
  602. (This change is to bring it in line with the point version)
  603.  
  604. Majin Buu
  605. Vanish / Sparking
  606. Brought Buu's fall speed after attacking in line with the other characters
  607. (Buu used to fall slower, making him easier to punish)
  608.  
  609. 5LL
  610. Changed knockback
  611. (Made it easier to combo)
  612.  
  613. 5LLL
  614. Gave it throw damage proration
  615. (Brought it in line with other 5LLLs)
  616.  
  617. 5M
  618. Increased travel distance
  619. Ground bounces on air hit
  620. (Made it easier to combo and use as a mixup)
  621.  
  622. 2M
  623. Changed knockback
  624. Increased untech
  625. Increased the opponent's hitstop
  626. Increased recovery
  627. (Made it possible to combo into 5M and easier to use in combos)
  628.  
  629. 236X
  630. Causes sliding knockdown on cinematic hit
  631. Ground bounces on non-cinematic hit
  632. (Made it easier to use in combos)
  633.  
  634. 236H
  635. Increased recovery
  636. Decreased travel distance on the air version
  637. (Adjusted since EX moves cost less now)
  638.  
  639. 214X
  640. Increased the travel distance during the start of the move for the air version
  641. (Made it easier to use in combos)
  642.  
  643. 214LM/HS
  644. Increased damage
  645. Increased minimum damage
  646. Increased the speed of the projectile
  647. (Made it easier to combo)
  648.  
  649. Z Assist (A Type)
  650. Decreased startup
  651. (Brough it in line with other Z Assists)
  652.  
  653. Nappa
  654. 5L
  655. Changed knockback
  656. (Made it easier to combo after)
  657.  
  658. 5LLL
  659. Made hitbox taller
  660. (Made it easier to use in combos)
  661.  
  662. 5S
  663. Changed knockback of the first hit
  664. Pushbox is larger during the attack
  665. Increased opponent's hitstop on the ki blast hit
  666. (Made it easier to use in combos)
  667.  
  668. 2L
  669. Changed knockback
  670. (Made it easier to use in combos)
  671.  
  672. j.L
  673. Made hitbox larger
  674. Made hurtbox larger
  675. Changed Nappa's position during the attack
  676. (Made it easier to use in neutral and in combos)
  677.  
  678. 214S
  679. Changed effect on cinematic hit
  680. (Made it so j.H causes a cinematic if Nappa does not land before the combo ends)
  681.  
  682. 236LM/HS
  683. Changed where the explosion appears
  684. The explosion's location can be altered by a button hold
  685. (Increased use cases)
  686.  
  687. 214LM/HS
  688. Under some circumstances, this can be comboed after if the button is held
  689. Nappa can do special moves after if the button is held
  690. (Increased use cases)
  691.  
  692. Saibaman (M)
  693. Changed the Saibaman's color
  694. (Made it easier to distinguish which Saibaman was summoned)
  695.  
  696. Z Assist (A Type)
  697. The position of the attack changes based on the opponent's position
  698. (This change was to distinguish this Z Assist from others)
  699.  
  700. Android 16
  701. j.L
  702. Made the initial hitbox taller
  703. Made the initial hurtbox taller
  704. (Made it easier to use in combos)
  705.  
  706. j.H
  707. Made an L input after do a superdash after j.LLL
  708. Decreased startup
  709. (Standardized to other characters. Made it easier to use in neutral and combos)
  710.  
  711. j.S
  712. Made 2nd hit's hitbox taller
  713. (Made it easier to use in combos)
  714.  
  715. 236M/H
  716. Decreased damage proration on cinematic hit
  717. Changed effect on cinematic hit
  718. (Made it easier to use in combos. Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide))
  719.  
  720. 214H
  721. The ground version's first hit can now be cancelled into supers and vanish
  722. (This change gives 16 for freedom)
  723.  
  724. j.236M
  725. Decreased damage proration on cinematic hit
  726. (Made it easier to use in combos)
  727.  
  728. j.236M/H
  729. Changed effect on cinematic hit
  730. (Made it so other characters' j.H causes a cinematic if 16 does not land before the combo ends (e.g a hard tag into j.H will slide))
  731.  
  732. Z Assist (A Type)
  733. Increased untech time
  734. Increased opponent's hitstop on hit
  735. (Made it easier to use in combos)
  736.  
  737. Yamcha
  738. 5LLL
  739. Increased untech time
  740. Can jump cancel every hit while in sparking, not just the last hit
  741. Changed knockback on cinematic his
  742. (Made it easier to combo)
  743.  
  744. j.2H
  745. Increased untech time
  746. Made initial hitbox taller
  747. (Made it easier to combo)
  748.  
  749. 214X
  750. Made it so the initial portion of the move does not clash
  751. Increased input buffer for cancelling into supers
  752. (Made it more usable as an antiair and easier to combo into super after)
  753.  
  754. 214L/M
  755. Added head property invulnerability to the middle of the air version
  756. If the ground version is cancelled into other moves, Yamcha retains air options
  757. Adjusted the ground version's travel distance, made it better on block
  758. (Made it more usable as an antiair. When vanished, Yamcha can double jump and airdash. When the L/M version is blocked, Yamcha can act earlier than before)
  759.  
  760. 236L
  761. Increased untech time
  762. Increased hitstop on final hit
  763. (Made it easier to combo)
  764.  
  765. 236M
  766. Increased untech time
  767. Increased hitstop on final hit
  768. (Made it easier to combo)
  769.  
  770. 236X>L/M
  771. Increased untech time
  772. Increased hitstop on final hit
  773. (Made it easier to combo)
  774.  
  775. 236XX>L/M
  776. Made the pushbox larger when the opponent is being comboed
  777. (Made it easier to combo)
  778.  
  779. 236X>6L/M
  780. Decreased recovery
  781. Changed the opponent's position on cinematic hit
  782. (Yamcha can act faster after the L/M versions are blocked. To adjust for that change, the opponents position has been adjusted to prevent Yamcha from comboing after)
  783.  
  784. 236X>H
  785. Decreased blockstun
  786. When the move hits the opponent's point, recovery is reduced
  787. Changed effect on cinematic hit
  788. (Cancelling into vanish is no longer a true blockstring. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide))ジャンプ強攻撃のカメラ演出ジャンプ強攻撃のカメラ演出
  789. 236H
  790. Increased untech time
  791. Changed effect on cinematic hit
  792. (Made it easier to combo. Made it so other characters' j.H causes a cinematic if Yamcha does not land before the combo ends (e.g a hard tag into j.H will slide))
  793.  
  794. Tien
  795. 5LLL
  796. Made hitbox larger
  797. (Made it easier to hit crouching opponents)
  798.  
  799. 5H
  800. Reduced recovery on cinematic hit
  801. (Made it easier to use as a combo tool in the corner)
  802.  
  803. 2M
  804. Increased travel distance
  805. (Made it easier to use in neutral and combos)
  806.  
  807. 2H
  808. Increased landing recovery
  809. Adjusted travel distance
  810. (Made it impossible to true blockstring constantly while in Sparking)
  811.  
  812. j.2H
  813. Adjusted travel distance
  814. (Made it easier to use in combos)
  815.  
  816. 236X
  817. Removed landing recovery on cinematic hit
  818. (Made it easier to combo into supers on hit)
  819.  
  820. 236M
  821. Decreased startup
  822. Attack startup changes based on distance from the opponent
  823. Increased active frames
  824. (Increased use cases)
  825.  
  826. 236H
  827. The ground version can only be used once per combo
  828. Decreased the air version's statup
  829. (Brought it in line with other throw moves. Made the air version better for mixups and combos)
  830.  
  831. 214X
  832. Reduced recovery
  833. (No longer minus on hit)
  834.  
  835. 214L
  836. Causes sliding knockdown on cinematic hit
  837. (Made it easier to combo into supers)
  838.  
  839. 214M/H
  840. Changed the ground bounce knockback on cinematic hit
  841. (In order to adjust for the reduced recovery, the knockback effect has been changed so 5L does not combo after)
  842.  
  843. 214S
  844. Reduced recovery
  845. Increased hitstop
  846. Increased meter gain
  847. (Made it easier to use in neutral)
  848.  
  849. 214HS
  850. Increased invulnerable frames
  851. (Made it harder to be interrupted before the attack hits)
  852.  
  853. Z Assist (A Type)
  854. Increased untech time
  855. (Made it easier to use, in line with other Z Assists)
  856.  
  857. Gohan (Adult)
  858. 2H
  859. Added landing recovery when cancelled into other moves
  860. (Made it impossible to true blockstring constantly while in Sparking)
  861.  
  862. 5S
  863. Added cancels into other normals when at lvl7
  864. (Added in cancels)
  865.  
  866. j.S
  867. Added cancels into other normals when at lvl7
  868. (Added in cancels)
  869.  
  870. 236X
  871. Added landing recovery
  872. (Made landing recovery uniform across versions along with the buffs to M/H versions)
  873.  
  874. 236M/H
  875. Changed effect after the first hit
  876. Changed the knockback on every hit other than the first
  877. Can be cancelled into supers when Gohan lands from the attack
  878. Increased number of hits
  879. Adjusted damage
  880. Increased untech time
  881. Changed effect on cinematic hit
  882. (Made it easier to combo into super after. Made it so j.H causes a cinematic if Gohan does not land before the combo ends)
  883.  
  884. j.236H
  885. Increased untech time on cinematic hit
  886. Changed knockback on cinematic hit
  887. Made it impossible to get a cinematic hit in the same combo after this causes a cinematic hit
  888. Changed the travel distance on hit
  889. Removed landing recovery when this move hits the opponent's point character
  890. Reduced damage
  891. Reduced blockstun
  892. Adjusted recovery
  893. (Made it easier to combo on cinematic hit, and harder to combo on non-cinematic hit. Adjusted since EX moves cost less now)
  894.  
  895. Z Assist (A Type)
  896. Increased startup
  897. Made it impossible to clash
  898. (It is still the fastest assist in the game, but was slowed down to prevent unintended combos from some cinematic moves)
  899.  
  900. Hit
  901. 5L
  902. Changed knockback
  903. (Made it easier to combo after)
  904.  
  905. 2L
  906. Increased opponent's hitstop on hit
  907. Increased active frames
  908. Changed knockback
  909. (Made it so that even when cancelled into 5M on hit, Hit will not be at a disadvantage. To account for that, made it hard to use in combos)
  910.  
  911. 5S
  912. Changed knockback
  913. Changed the timing to cancel into vanish on successful counter to prevent Hit from getting punished for doing so
  914. Increased recovery on successful counter
  915. Changed effect on cinematic hit
  916. (Increased possible followups on hit. Made it harder to cancel into vanish on accident. Made it so j.H causes a cinematic if Hit does not land before the combo ends)
  917.  
  918. 214X
  919. Changed effect on cinematic hit
  920. (Made it so j.H causes a cinematic if Hit does not land before the combo ends)
  921.  
  922. 236X>M
  923. Causes sliding knockdown on cinematic hit
  924. (Increased use cases as a combo tool)
  925.  
  926. 236X>H
  927. Increased active frames
  928. Made hitbox taller
  929. Changed effect on cinematic hit
  930. (Made the move stronger along with the Z Assist version. Made it so j.H causes a cinematic if Hit does not land before the combo ends)
  931.  
  932. Z Assist (A Type)
  933. Invulnerable frames start earlier
  934. Increased untech time
  935. Decreased startup
  936. Increased active frames
  937. (Made it easier to use, in line with other Z Assists)
  938.  
  939. Goku (SSGSS)
  940. 5S
  941. Changed knockback
  942. (Made it easier to combo)
  943.  
  944. 236H
  945. Changed knockback on hit
  946. Goku can now act in the air after the air version is blocked
  947. Fixed a bug where the move would act weird when targeting an opponent who is off screen
  948. (Made it easier to combo after. Fixed a bug)
  949.  
  950. 214X
  951. Increased throw range
  952. (Made it easier to land)
  953.  
  954. 214M/H
  955. Increased travel distance
  956. Changed effect on cinematic hit
  957. (Made it easier to land. Made it so j.H causes a cinematic if Goku does not land before the combo ends)
  958.  
  959. j.214X
  960. Increased butter time to cancel into supers
  961. (Made it easier to combo into supers)
  962.  
  963. Z Assist (A Type)
  964. Ground bounces on hit
  965. Flagged as a head property attack
  966. Increased hitbox
  967. (Made it easier to use, in line with other Z Assists)
  968.  
  969. Vegeta (SSGSS)
  970. 2M
  971. Made the hitbox taller
  972. Adjusted hurtbox
  973. (This change is to make it easier to combo. The hurtbox was adjusted using the smallest Vegeta as a basis)
  974.  
  975. 5S
  976. Knockback adjusted
  977. Increased untech time
  978. (Made it easier to combo)
  979.  
  980. 2S
  981. Knockback adjusted
  982. Increased untech time
  983. (Made it easier to combo)
  984.  
  985. 214X
  986. Increased sliding knockdown time
  987. (Made it easier to continue offense after)
  988.  
  989. 214L/M
  990. Decreased the ground versions startup
  991. (Made it easier to use in mixups and combos)
  992.  
  993. 214M
  994. Increased travel distance
  995. (Made it easier to use in mixups and combos)
  996.  
  997. 214M/H
  998. Changed effect on cinematic hit
  999. (Made it so j.H causes a cinematic if Vegeta does not land before the combo ends)
  1000.  
  1001. 236LM
  1002. Changed knockback on non-cinematic hit
  1003. Increased untech time on non-cinematic hit
  1004. (Increased use cases of the button hold version)
  1005.  
  1006. 214[LM/HS] (Lvl 5)
  1007. Changed effect on hit
  1008. Cannot move until landing
  1009. (Made the situation on hit better)
  1010.  
  1011. Z Assist (A Type)
  1012. Increased damage
  1013. Decreased damage proration on the initial hit
  1014. Increased untech time on the 2nd hit
  1015. (Made it easier to use, in line with other Z Assists)
  1016.  
  1017. Beerus
  1018. 5L
  1019. Can be cancelled into 5LL on whiff earlier
  1020. (This change is to allow a combo from 2L even if 5L whiffs)
  1021.  
  1022. 5LL
  1023. Decreased startup
  1024. (This change is to allow a combo from 2L even if 5L whiffs)
  1025.  
  1026. 5H
  1027. Decreased startup
  1028. (Made it easier to use in neutral)
  1029.  
  1030. 2H
  1031. Moves forward during the beginning of the move
  1032. Increased hitbox
  1033. (Made it easier to combo)
  1034.  
  1035. 2S
  1036. Can cancelled into itself up to 3 times
  1037. The balls do more damage when hit by Beerus' normals
  1038. The balls have large hitboxes when hit by Beerus' normals
  1039. (Increased use cases. Buffed balls that have been hit by normals)
  1040.  
  1041. 236X
  1042. The balls do more damage when hit by Beerus' normals
  1043. The balls have large hitboxes when hit by Beerus' normals
  1044. (Buffed balls that have been hit by normals)
  1045.  
  1046. 236S
  1047. The balls do more damage when hit by Beerus' normals
  1048. The balls have large hitboxes when hit by Beerus' normals
  1049. (Buffed balls that have been hit by normals)
  1050.  
  1051. 214X
  1052. Ground bounces on hit
  1053. Decreased the slide speed of the sliding knockdown
  1054. (Made it easier to combo)
  1055.  
  1056. 214H
  1057. Decreased damage
  1058. Ground bounces higher on cinematic hit
  1059. (Made it easier to combo)
  1060.  
  1061. 236LM/HS
  1062. Fixed a bug where the super stayed on screen longer than it should
  1063. (Fixed a bug)
  1064.  
  1065. Z Assist (A Type)
  1066. Increased damage
  1067. Changed knockback
  1068. Increased untech time
  1069. (Made it easier to use, in line with other Z Assists)
  1070.  
  1071. Goku Black
  1072. 5LL
  1073. Initial hitbox is taller
  1074. (Made it easier to combo)
  1075.  
  1076. 5S
  1077. Changed knockback
  1078. Always knocks the opponent forward
  1079. Can be cancelled into 5H and 2H
  1080. (Made it easier to combo)
  1081.  
  1082. 2L
  1083. Made moves cancelable into 2L
  1084. (Made it easier to use in neutral, etc)
  1085.  
  1086. 2M
  1087. Decreased startup
  1088. (Made it easier to use in neutral, etc)
  1089.  
  1090. 2H
  1091. Increased untech time on cinematic hit
  1092. (Made it easier to combo)
  1093.  
  1094. j.214X
  1095. Increased the size of the inner portion of the hitbox
  1096. Increased travel distance
  1097. Changed travel distance on cinematic hit
  1098. (Made it easier to land on opponents who are directly in the corner)
  1099.  
  1100. 214S
  1101. Made it only usable once per combo
  1102. Changed effect on cinematic hit
  1103. (Brought in line with other throw move. Made it so j.H causes a cinematic if Goku Black does not land before the combo ends)
  1104.  
  1105. 236HS
  1106. Fixed a bug where the projectile would not come out if the initial part clashed
  1107. (Fixed a bug)
  1108.  
  1109. Z Assist (A Type)
  1110. Decreased recovery
  1111. (Adjusted to fit other characters kamehamehas)
  1112.  
  1113. Android 21
  1114. 214X
  1115. Changed effect on cinematic hit
  1116. (Made it so other characters' j.H causes a cinematic if 21 does not land before the combo ends)
  1117.  
  1118. 236S
  1119. Decreased startup on ground version
  1120. Increased untech time
  1121. Causes sliding knockdown on hit
  1122. Increased damage proration
  1123. Decreased the followup window
  1124. (Made it easier to land. Made it easier to combo)
  1125.  
  1126. 214S
  1127. Increased untech time
  1128. Causes sliding knockdown on hit
  1129. Increased damage proration
  1130. Decreased the followup window
  1131. (Made it easier to land. Made it easier to combo)
  1132.  
  1133. 214S (Stolen Move - Yellow / Command Grab)
  1134. Causes sliding knockdown on hit
  1135. The dive followup tracks the opponent
  1136. (Made it easier to combo)
  1137.  
  1138. 236X
  1139. Increased hitbox
  1140. (Buffed along with the Z Assist)
  1141.  
  1142. 214LM/HS
  1143. Steals all empty move slots on hit
  1144. (This change is to distinguish is from j.214LM/HS)
  1145.  
  1146. Z Assist (A Type)
  1147. Increased opponent's hitstop on hit
  1148. Increased hitbox
  1149. Decreased startup
  1150. (Made it easier to use, in line with other Z Assists)
  1151.  
  1152. Broly
  1153. 5L
  1154. Changed knockback
  1155. (Made it easier to combo after)
  1156.  
  1157. 5H
  1158. Increased damage on held version
  1159. (This damage increase is in addition to the universal damage increase to 5/2H)
  1160.  
  1161. 5S
  1162. Increased the lower portion of the initial hitbox
  1163. (Made it easier to hit small characters in standing state)
  1164.  
  1165. j.2H
  1166. Increased sliding knockdown time on cinematic hit
  1167. Increased the amount of time the opponent is frozen for on cinematic hit
  1168. (Made it easier to continue offense after this hit)
  1169.  
  1170. 236S
  1171. Changed effect on cinematic hit
  1172. (Made it so j.H causes a cinematic if Broly does not land before the combo ends)
  1173.  
  1174. 236X
  1175. Changed knockback, including the H version
  1176. Changed effect on cinematic hit
  1177. (Made it easier to combo into supers. Made it so j.H causes a cinematic if Broly does not land before the combo ends)
  1178.  
  1179. 214X
  1180. Increased travel distance on hit
  1181. Increased input buffer to cancel into supers
  1182. (Made it easier to continue offense on hit. Made it easier to combo into supers on hit)
  1183.  
  1184. j.214X
  1185. Removed landing recovery on hit
  1186. Increased input buffer to cancel into supers
  1187. (Made it easier to continue offense on hit. Made it easier to combo into supers on hit)
  1188.  
  1189. j.214M
  1190. Increased sliding knockdown time
  1191. (Made it easier to continue offense on hit)
  1192.  
  1193. 214S
  1194. Decreased total duration
  1195. Can be done even while Powered Shell (214S) is already active
  1196. (Made it easier to use in neutral)
  1197.  
  1198. 236HS
  1199. Decreased minimum damage
  1200. (Made it do less damage to soften the combo)
  1201.  
  1202. Z Assist (A Type)
  1203. Decreased startup
  1204. Reflects the opponents ki blasts
  1205. Changed knockback
  1206. Increased opponent's hitstop on hit
  1207. (Made changes to distinguish it from his B Type Z Assist)
  1208.  
  1209. Vegito (SSGSS)
  1210. 2S
  1211. Changed knockback on non-cinematic hit
  1212. Increased untech time on non-cinematic hit
  1213. (Made it easier to combo on non-cinematic hit)
  1214.  
  1215. j.S
  1216. Increased untech time
  1217. (Made it easier to combo)
  1218.  
  1219. 236X
  1220. Decreased damage proration on non-cinematic hit
  1221. (Made the damage higher when used in combos)
  1222.  
  1223. 236M/H
  1224. If the first hit whiffs, the followup multi-hits can still cause cinematics
  1225. (Increased use cases)
  1226.  
  1227. 236S
  1228. Increased hitbox
  1229. (Made it more useful in neutral and combos)
  1230.  
  1231. 236LM/HS
  1232. Decreased damage at long range, increased damage at close range
  1233. Increased minimum damage
  1234. Changed knockback on all hits but the last
  1235. All hits but the last cause sliding knockdown
  1236. Increased active frames on the last hit
  1237. The last hit will not hit if the opponent is not below a certain height
  1238. (Made changes to distinguish is from j.236LM/HS. Made it harder for only the first hit to land, causing lower damage)
  1239.  
  1240. Z Assist (A Type)
  1241. Increased untech time
  1242. Increased hitstop
  1243. Increased landing recovery
  1244. Increased hitbox
  1245. Decreased startup
  1246. Changed knockback
  1247. (Made it easier to use, in line with other Z Assists)
  1248.  
  1249. Zamasu (Fused)
  1250. 5LLL
  1251. Made the throw range taller when used in a combo
  1252. Added throw damage proration
  1253. (Made it easier to combo. Brought the damage proration in line with other characters' 5LLL)
  1254.  
  1255. 5S
  1256. Increased projectile speed
  1257. Increased hitstop
  1258. Increased untech time
  1259. Changed knockback
  1260. Increased recovery
  1261. (Made it easier to combo)
  1262.  
  1263. j.2H
  1264. Decreased startup
  1265. Changed travel distance
  1266. Increased landing recovery
  1267. Removed landing recovery on cinematic hit
  1268. Removed landing recovery when done from flight
  1269. (Made it easier to combo. Made it hit grounded opponents when done immediately after a jump. Made it easier to use for mixups)
  1270.  
  1271. j.S
  1272. Changed knockback on all hits but the last
  1273. Made initial hitbox taller
  1274. (Made it easier to combo)
  1275.  
  1276. 236X
  1277. Increased travel distance on ground version
  1278. Increased travel distance on cinematic hit
  1279. Removed landing recovery on cinematic hit
  1280. (Increased use cases for the ground version. Made it easier to continue offense on cinematic hit)
  1281.  
  1282. Goku
  1283. 236M
  1284. Air version wall bounces on cinematic hit
  1285. (Made it easier to combo)
  1286.  
  1287. 236H
  1288. Increased travel distance downwards on the air version
  1289. (Made it easier to use in neutral and combos)
  1290.  
  1291. 214X
  1292. Can call assists earlier on hit
  1293. (Made it easier to combo with assists)
  1294.  
  1295. 214M
  1296. Decreased travel distance on hit
  1297. Changed knockback
  1298. Changed knockback on ground bounce
  1299. Increased hitstop
  1300. (Made it easier to combo with assists)
  1301.  
  1302. 214M/H
  1303. Made attacks not land until the followup hits on a cinematic hit
  1304. (Made it so the cinematic cannot be interrupted)
  1305.  
  1306. 214S
  1307. Can Z Change on hit
  1308. Reduced recovery on hit
  1309. (Made it easier to combo)
  1310.  
  1311. 236S (Ground, Upward Angled)
  1312. Increased damage
  1313. Reduced recovery
  1314. (Made it easier to use in neutral)
  1315.  
  1316. 236LM/HS>LM
  1317. Can cancel into 3x Kaioken Kamehameha and 20x Kaioken Kamehameha on hit
  1318. (Made it easier to combo into an Ultimate Z Change)
  1319.  
  1320. Z Assist (A Type)
  1321. Changed knockback
  1322. Increased opponent's hitstop on hit
  1323. (Made it easier to combo)
  1324.  
  1325. Vegeta
  1326. 5LLL
  1327. Added head property invulnerability
  1328. (Increased use cases)
  1329.  
  1330. 5S
  1331. Changed knockback
  1332. (Made it easier to combo into 5S followup hits)
  1333.  
  1334. 2M
  1335. Made hitbox taller
  1336. (Made it easier to combo)
  1337.  
  1338. j.S
  1339. Can alter the ki blast's trajectory by inputting 8
  1340. (Increased use cases)
  1341.  
  1342. 236L/M
  1343. When the ground version is cancelled, Vegeta keeps his air options
  1344. (Vegeta can double jump and airdash after a vanish)
  1345.  
  1346. 236H
  1347. Becomes invulnerable earlier
  1348. (Changed to be in line with other moves that become invulnerable in the same way. This is not referring to moves that appear behind the opponent, but to moves that have invulnerable frames a little after the start of the move)
  1349.  
  1350. 214L
  1351. Increased sliding knockdown time on cinematic hit
  1352. (Made it easier to combo)
  1353.  
  1354. 214M
  1355. Ground bounces on cinematic hit
  1356. (Made it easier to combo)
  1357.  
  1358. 214S
  1359. Increased throw range
  1360. Increased active grames
  1361. Untech time is unaffected by hitstun scaling
  1362. Increased untech time on cinematic hit
  1363. Increased recovery on hit
  1364. (Made it easier to land. Made it so there are more followup options)
  1365.  
  1366. 236LM/HS
  1367. Does more damage when done from 214S
  1368. (Made it do more damage when done from 214S)
  1369.  
  1370. 214LM/HS
  1371. Does more damage when done from 214S
  1372. (Made it do more damage when done from 214S)
  1373.  
  1374. Z Assist (A Type)
  1375. Decreased startup
  1376. Increased untech time
  1377. Change knockback
  1378. (Made it easier to combo)
  1379.  
  1380. Cooler
  1381. 5S
  1382. Increased opponent's hitstop on hit
  1383. Increased untech time
  1384. Changed knockback
  1385. (Made it easier to combo)
  1386.  
  1387. 6H
  1388. Made hitbox taller
  1389. Always knocks forward
  1390. (Made it easier to combo)
  1391.  
  1392. 214LM/HS
  1393. Fixed a bug where meter cooldown would not happen when the ground version whiffed
  1394. (Fixed a bug)
  1395.  
  1396. Z Assist (A Type)
  1397. Increased untech time
  1398. Increased landing recovery
  1399. (Made it easier to combo)
  1400.  
  1401. Android 17
  1402. 5L
  1403. Changed knockback
  1404. (Made it easier to combo after)
  1405.  
  1406. 5LL
  1407. Decreased startup
  1408. Changed travel distance and character position
  1409. Increased hitbox
  1410. Changed knockback
  1411. (Made it so 5LL combos from 2L even if 5L whiffs)
  1412.  
  1413. 5LLL
  1414. Changed character position
  1415. Increased hitbox
  1416. Decreased hurtbox
  1417. Made pushbox taller in the first half of the move
  1418. Added invulnerability against lows
  1419. (Increased use cases)
  1420.  
  1421. 5M
  1422. Decreased startup
  1423. Increased hitbox
  1424. (Made is easier to use in neutral)
  1425.  
  1426. 5S
  1427. Changed the knockback on all hits but the last
  1428. (Made it easier to combo)
  1429.  
  1430. 2L
  1431. Changed knockback
  1432. (Made it easier to combo after)
  1433.  
  1434. j.S
  1435. Decreased startup
  1436. Changed travel distance
  1437. Increased untech time
  1438. Increased opponent's hitstop on hit
  1439. Changed knockback
  1440. (Made it easier to combo)
  1441.  
  1442. Rekka>5H/S
  1443. Increased active frames
  1444. Increased recovery
  1445. Can only be cancelled into on hit
  1446. (Changed the move to account for EX moves costing less now. Changed the regular version to reflect changes to the EX version)
  1447.  
  1448. Rekka>5H
  1449. Can absorb hits from lvl 1s and lvl 3s
  1450. (Made it stronger as a response to supers)
  1451.  
  1452. 236/214S
  1453. Can do the air version after the ground version
  1454. Decreased landing recovery
  1455. Pushbox appears later
  1456. Can be cancelled earlier
  1457. (Increased use cases)
  1458.  
  1459. Z Assist (A Type)
  1460. Increased active frames
  1461. Increased untech time
  1462. Reduced opponent's hitstop on hit
  1463. Changed knockback
  1464. Wall bounces on hit
  1465. (Made it easier to use in combos)
  1466.  
  1467. Jiren
  1468. 5L
  1469. Increased lower portion of the hitbox
  1470. (Made it easier to hit short characters)
  1471.  
  1472. 5S
  1473. Decreased startup
  1474. Increased opponent's hitstop on hit
  1475. Decreased untech time
  1476. Increased recovery
  1477. (Made it easier to use in neutral and combos)
  1478.  
  1479. 2S
  1480. Increased damage on cinematic hit
  1481. (This change is to reflect the damage change to 2Hs)
  1482.  
  1483. j.2H
  1484. Decreased startup
  1485. Made the initial hitbox taller
  1486. Made the hitbox come out even when done at minimum height
  1487. Made the attack come out as soon as you release the button hold
  1488. Increased the sliding knockdown time
  1489. Changed the timing for calling Z Assists when this move causes a cinematic hit
  1490. Increased damage on button hold version
  1491. (Made it easier to combo. Increased damage to match the damage increase to j.H)
  1492.  
  1493. 236X
  1494. Increased hitstop
  1495. Decreased damage proration on non-cinematic hit
  1496. Fixed a bug where the effect would not appear on clash
  1497. (Made combos after do more damage)
  1498.  
  1499. 214X
  1500. Increased damage
  1501. Changed effect on cinematic hit
  1502. (Made it easier to distinguish on a successful counter. Made it so j.H causes a cinematic if Jiren does not land before the combo ends)
  1503.  
  1504. 214L/M
  1505. Increased meter gain
  1506. (Made it easier to distinguish on a successful counter)
  1507.  
  1508. 214L
  1509. Can catch lows now
  1510. (Made it easier to counter moves)
  1511.  
  1512. 214M
  1513. Decreased total duration
  1514. (This change is to distinguish is from the L version)
  1515.  
  1516. 214S
  1517. Can now counter Z Assists
  1518. Changed effect on cinematic hit
  1519. (Increased use cases. Made it so j.H causes a cinematic if Jiren does not land before the combo ends)
  1520.  
  1521. Z Assist (A Type)
  1522. Position change based on the distance from the opponent
  1523. Changed knockback
  1524. Increased untech time
  1525. Increased startup
  1526. (Made it easier to use, in line with other Z Assists)
  1527.  
  1528. Videl
  1529. Great Saiyaman Attacks
  1530. Decreased the cooldown time before another Great Saiyaman attack
  1531. (Made it easier to use in neutral)
  1532.  
  1533. 5L
  1534. Increased travel distance other than when cancelled into itself
  1535. (Made it easier to combo)
  1536.  
  1537. j.2S
  1538. Increased the sliding knockdown time
  1539. (Made it easier to combo)
  1540.  
  1541. 6H
  1542. Added invulnerability to ki blast
  1543. (Increased use cases)
  1544.  
  1545. 236H
  1546. Increased travel distance
  1547. (Made it easier to use in neutral)
  1548.  
  1549. 22X
  1550. Changed knockback on cinematic hit
  1551. Decreased damage proration when used as a follow up from 236X
  1552. (Made it easier to combo)
  1553.  
  1554. 214M
  1555. Increased the sliding knockdown time on the Great Saiyaman attack
  1556. (Made it easier to combo)
  1557.  
  1558. 236HS
  1559. Counters on frame 1
  1560. Fixed a bug where meter gain cooldown does not kick in on whiff
  1561. (Increased use cases. Fixed a bug)
  1562.  
  1563. Z Assist (A Type)
  1564. Decreased startup
  1565. Increased opponent's hitstop on hit
  1566. Reduced travel distance
  1567. (Made it easier to use, in line with other Z Assists)
  1568.  
  1569. Janemba
  1570. 5S
  1571. Decreased startup outside of combos
  1572. (Made it easier to use in combos. The startup during combos is the same as before)
  1573.  
  1574. 2S
  1575. Decreased startup outside of combos
  1576. (Made it easier to use in combos. The startup during combos is the same as before)
  1577.  
  1578. j.S
  1579. Decreased startup outside of combos
  1580. (Made it easier to use in combos. The startup during combos is the same as before)
  1581.  
  1582. 236X
  1583. Decreased recovery
  1584. Janemba falls earlier after the air version
  1585. Changed recovery on cinematic hit
  1586. (Made it easier to use in neutral)
  1587.  
  1588. 236/214S
  1589. Even if the opponent is in the air and the corner, Janemba will teleport into the corner when teleporting from the air to the ground.
  1590. (This change is to make it more clear when Janemba takes the corner)
  1591.  
  1592. j.214X
  1593. The projectile bounces off the corner
  1594. Increased projectile travel distance
  1595. Increased the amount of time before the attack automatically goes off
  1596. (Increased use cases)
  1597.  
  1598. 214M/H
  1599. Changed effect on cinematic hit
  1600. (Made it so j.H causes a cinematic if Janemba does not land before the combo ends)
  1601.  
  1602. Z Assist (A Type)
  1603. Decreased startup
  1604. Increased number of attacks
  1605. Changed single hit damage, increased overall damage
  1606. (Made it easier to use, in line with other Z Assists)
  1607.  
  1608. Gogeta (SSGSS)
  1609. j.H
  1610. Decreased startup
  1611. (Made it easier to use in neutral and combos)
  1612.  
  1613. j.2H
  1614. Increased damage on cinematic hit
  1615. (Increased damage to match the damage increase to j.H)
  1616.  
  1617. 214L
  1618. Increased the window where the move cannot clash
  1619. (Made it a better antiair)
  1620.  
  1621. 214S
  1622. Changed effect on cinematic hit
  1623. (Made it so j.2H causes a cinematic if Gogeta does not land before the combo ends)
  1624.  
  1625. 236LM
  1626. Made it not do lower damage when done in the corner
  1627. (Does the same damage in the corner)
  1628.  
  1629. j.236LM
  1630. Increased hitstop on hit
  1631. (This change makes it harder for the number of hits to decrease based on positioning)
  1632.  
  1633. Broly (DBS)
  1634. 2L
  1635. Increased travel distance
  1636. Increased hitbox
  1637. Increased hurtbox
  1638. (Made it easier to use in neutral and combos)
  1639.  
  1640. 5H
  1641. Increased damage on the button hold version
  1642. (This is on top of the universal 5/2H damage increase)
  1643.  
  1644. 236X
  1645. Changed effect on cinematic hit
  1646. (Made it so j.H causes a cinematic if Broly does not land before the combo ends)
  1647.  
  1648. 214X
  1649. Changed effect on cinematic hit
  1650. (Made it so j.H causes a cinematic if Broly does not land before the combo ends)
  1651.  
  1652. Z Assist (A Type)
  1653. Decreased startup
  1654. Changed knockback
  1655. (This change is to distinguish this Z Assist from his B Type Z Assist)
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